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The Seducer

Your patron is an entity that rules over lust, temptation, and the night. Fey, fiends, and enchanters each have their own angle for toying with mortal desires. The Seducer selfishly revels in its power and employs mortals to bring others under its spell.

The mortals it dominates sacrifice their wealth, secrets, and morals to partake in their newfound vices. Seducer patrons include legendary vampires such as Dracula or Carmilla, Grendel’s mother, Lilith, Pan, Shamhat, and unusually powerful succubi or incubi.

Expanded Spell List

The Seducer lets you choose from an expanded list of spells when you learn a warlock spell. You gain the friends cantrip, and the following spells are added to the warlock spell list for you.

Seducer Expanded Spells
Spell Level Spells
1st command, sleep
2nd detect thoughts, zone of truth
3rd beacon of hope, feign death
4th compulsion, locate creature
5th dominate person, mislead

Seducer’s Secret

Starting at 1st level, your patron bestows upon you the secret of capturing mortal hearts. As an action, you can cause a creature within 15 feet to make a Wisdom saving throw against your warlock spell save DC. If you or your allies are fighting the target, this save is made with advantage. If the creature fails its saving throw, it is charmed by you for one minute or until you or an ally do anything harmful to it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Persistent Allure

Starting at 6th level, your charms become even more irresistible. When a creature you target makes a saving throw against your spell or effect that would charm the target, you can use this feature to impose disadvantage on that saving throw.

You can use this feature twice, and you regain all spent uses when you finish a short or long rest.

Silvertongue

Starting at 10th level, your powers of seduction grow more subtle and more malign. Your enchantment spells no longer signal to targets that they were magically influenced.

Additionally, when you ask a question of a creature that can understand you and is either charmed by you or affected by your friends cantrip, you can compel it to answer. The target cannot lie, though they do not have to tell the truth. If the creature is unwilling to convey any answer, it must succeed on a Wisdom save against your warlock spell save DC to remain silent.

You can compel a creature with this feature twice, and you regain all spent uses when you finish a short or long rest.

Vampiric Kiss

Starting at 14th level, you can drain a victim’s life force with a kiss. As an action, you can kiss an adjacent willing or charmed creature. The target must make a Constitution saving throw against your warlock spell save DC. On a failed save, the target takes 5d10 necrotic damage, or half as much on a successful one, and you regain a number of hit points equal to the damage dealt. Using this feature on a creature you’ve charmed does not end the charm effect.

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

The Dragon’s Hoard #8 © 2021, Legendary Games; Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach

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